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@ -68,8 +68,8 @@ namespace glm |
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if(LocalMatrix[3][3] == static_cast<T>(0)) |
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if(LocalMatrix[3][3] == static_cast<T>(0)) |
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return false; |
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return false; |
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for(length_t i = 0; i < 4; i++) |
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for(length_t i = 0; i < 4; ++i) |
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for(length_t j = 0; j < 4; j++) |
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for(length_t j = 0; j < 4; ++j) |
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LocalMatrix[i][j] /= LocalMatrix[3][3]; |
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LocalMatrix[i][j] /= LocalMatrix[3][3]; |
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// perspectiveMatrix is used to solve for perspective, but it also provides |
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// perspectiveMatrix is used to solve for perspective, but it also provides |
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@ -222,6 +222,5 @@ namespace glm |
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Orientation.w = w; |
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Orientation.w = w; |
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return true; |
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return true; |
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} |
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} |
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}//namespace glm |
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}//namespace glm |
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